Kuribo64
Views: 23,103,632 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
12-05-24 07:19 AM
Guest:

0 users reading Editor development | 2 bots

Main - General SM64DS hacking - Editor development Hide post layouts | New reply

Pages: 1 2 3 4 5 ... 26 27 28 29 30 31
Stomatol
Posted on 06-16-17 11:48 AM Link | #83803
The new model importer is really great, amazing job. It can do pretty much anything, except one thing I'm missing, and that's billboards. (Like the 1-up mushrooms or the rolling balls in bob-omb battlefield - planes that always face the camera) I'm not sure how they work exactly, but if they could be implemented somehow it would be great. Would be very useful for optimizing some models.

Fiachra
Posted on 06-16-17 08:43 PM Link | #83806
Should certainly be possible, I know there's a flag in the bone header but I'm sure whether anything else is required as well. I'll try to add it.

Fiachra
Posted on 06-21-17 07:36 PM Link | #83919
SM64DSe R103 v2.3.4 2017/06/21

Changes:
- Add support in model and collision map editor to set whether bones are rendered always facing the camera ("billboard")
- Fix issue in model and collision map editor whereby the bone/transforms map wasn't being updated when adding or renaming bones
- Fix issue in OBJ exporter whereby models with multiple parent bones (areas) were being incorrectly split up
- Update BMD writer to automatically duplicate and assign materials shared across parent bones
- Allow specifiying the minimum number of areas in a level within the level settings form

Download in SM64DSe Git repo and last download thread.

Sonikku A
Posted on 06-22-17 09:52 PM Link | #83943
I have a problem.I got the new version,but right after I open the rom,the editor shows me an error message.No 3D models are shown in the display,and more errors are displayed every time I go to a different part of the editor.When I tried importing a model,it said that the texture couldn't be read.When I run the game,the map screen becomes a garbled mess,and the top screen displays only black with the power meter

Fiachra
Posted on 06-23-17 05:54 AM Link | #83949
Well what do the errors say, most importantly the first one?

Sonikku A
Posted on 06-25-17 01:38 AM Link | #83980
It says
Object reference not set to an instance of an object

Fiachra
Posted on 06-25-17 07:26 PM Link | #84004
You need to provide the stacktrace otherwise I can't possibly tell what caused that.

Gota7
Posted on 06-27-17 02:36 PM Link | #84055
That happens to me when I somehow managed to corrupt a level, especially with a broken xml. I would try redownloading a US rom, or dumping your own.




Join the SM64DS Hacking Discord: https://discord.gg/PhpA9Wt

mibts
Posted on 07-04-17 03:20 PM (rev. 3 of 07-04-17 05:31 PM) Link | #84293
The way the colors for the collision map are initialized, if an collision type index is skipped (for example, no planes have collision type 4 but there's a plane with collision type 5), an index-out-of-bounds exception will occur. Instead of getting the number of used collision type indices, it should get the maximum collision type index and add 1.

Also, the "default scale value?" in the documentation for texture animations is actually the scale X value. I confirmed this with a test in my hack.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

Fiachra
Posted on 07-04-17 05:56 PM Link | #84301
Posted by mibts
.... Instead of getting the number of used collision type indices, it should get the maximum collision type index and add 1. ....

That's what it should be doing:
uniqueCollisionTypes.Sort();
if (uniqueCollisionTypes.Count > m_CollisionMapColours.Count)
{
m_CollisionMapColours = KCLLoader.GetColours(uniqueCollisionTypes[uniqueCollisionTypes.Count - 1] + 1);
}
Do you have a collision map that causes the error? I tried skipping a collision type but I didn't get an error.

mibts
Posted on 07-04-17 06:52 PM Link | #84302
Try skipping a collision type and adding a new one.

____________________
Current hack: Excerpt from Super Mario 256

Any map on a flat torus can be colored with at most 7 colors.

Fiachra
Posted on 07-04-17 08:00 PM Link | #84306
OK, see the issue now, will fix it.

N64 Arctus
Posted on 07-05-17 01:29 PM Link | #84336
For some reason, I get an error when trying to edit a level in the latest version of the editor.

It says, "Index was outside the bounds of the array."

As for the details, here is what it says(although I'm not sure if this will help or not):


************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at SM64DSe.INitroROMBlock.Read16(UInt32 addr) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\NitroROM.cs:line 686
at SM64DSe.Level.LoadCLPS(NitroOverlay ovl) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\Level.cs:line 141
at SM64DSe.Level..ctor(Int32 levelID, NitroOverlay overlay) in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\Level.cs:line 71
at SM64DSe.LevelEditorForm.LoadLevelData() in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\LevelEditorForm.cs:line 88
at SM64DSe.LevelEditorForm.InitialiseLevel() in C:\Users\Fiachra\Documents\Visual Studio 2010\Projects\SM64DSe Mono\SM64DSe\LevelEditorForm.cs:line 846
at System.Windows.Forms.UserControl.OnLoad(EventArgs e)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
SM64DSe
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/N64%20Arctus/Desktop/Wizard%20Adapter%203/NDS%20Tools/SM64DSe_20170621_R103/SM64DSe/bin/Release/SM64DSe.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
OpenTK
Assembly Version: 1.1.0.0
Win32 Version: 1.1.1536.5788
CodeBase: file:///C:/Users/N64%20Arctus/Desktop/Wizard%20Adapter%203/NDS%20Tools/SM64DSe_20170621_R103/SM64DSe/bin/Release/OpenTK.DLL
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
OpenTK.GLControl
Assembly Version: 1.1.0.0
Win32 Version: 1.1.1536.5788
CodeBase: file:///C:/Users/N64%20Arctus/Desktop/Wizard%20Adapter%203/NDS%20Tools/SM64DSe_20170621_R103/SM64DSe/bin/Release/OpenTK.GLControl.DLL
----------------------------------------

As far as I'm aware, the editor will only let me open the collision map editor. And upon loading the main game in Desmume, everything seems to be black, and the minimap is a garbled mess...

____________________
[image]My Youtube Channel[image]
Never use a flash drive unless you are transferring files...

Sonikku A
Posted on 07-05-17 05:18 PM Link | #84339
Say,same to me
Someone said it could be due to a faulty rom

Fiachra
Posted on 07-05-17 06:26 PM (rev. 2 of 07-05-17 06:38 PM) Link | #84341
N64 Arctus: Was it a level you had modified? If so can you send me the level overlay otherwise which level and in which ROM version?

Edit: Also, if it was a level you'd modified, what modifications had you made before it became corrupt?

N64 Arctus
Posted on 07-05-17 06:39 PM (rev. 2 of 07-05-17 06:44 PM) Link | #84342
I hadn't modified any levels at all yet, so I'm not really sure what could be going on...

And as far as I know, the rom is US, but I'm not sure which revision...

____________________
[image]My Youtube Channel[image]
Never use a flash drive unless you are transferring files...

Fiachra
Posted on 07-05-17 06:47 PM Link | #84343
Which level?

The ROM version is displayed within the text editor along the top.

N64 Arctus
Posted on 07-05-17 07:02 PM (rev. 2 of 07-05-17 07:03 PM) Link | #84344
Okay thanks, I know the version now, it's US version 1.

But the thing is, I hadn't modified any of the levels yet, and attempting to open any of them just results in the error that I stated above.

____________________
[image]My Youtube Channel[image]
Never use a flash drive unless you are transferring files...

Fiachra
Posted on 07-05-17 07:13 PM Link | #84346
It appears to have been broken in R101, I'll look into it. Until it's fixed you can use the European ROM.

N64 Arctus
Posted on 07-05-17 07:18 PM Link | #84347
Okay, thanks for the help. :)

____________________
[image]My Youtube Channel[image]
Never use a flash drive unless you are transferring files...
Pages: 1 2 3 4 5 ... 26 27 28 29 30 31

Main - General SM64DS hacking - Editor development Hide post layouts | New reply

Page rendered in 0.034 seconds. (2048KB of memory used)
MySQL - queries: 29, rows: 236/236, time: 0.012 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.